Game program, game processing method, and information processing device
The game program and processing method address the lack of situational character display in ball sports games by implementing offensive and defensive phase-specific visual effects and strategic character switching, enhancing gameplay strategy.
Patent Information
- Application Number
- JP2024150378
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-08-30
- Publication Date
- 2025-11-04
- Estimated Expiration
- 2044-08-30
AI Technical Summary
Conventional ball sports games fail to differentiate character displays based on the game situation, specifically between offensive and defensive phases, limiting the strategic depth of the gameplay.
The game program and processing method include a character switching mechanism that changes the display of playable characters based on the team's offensive or defensive status, using different visual effects for switching during these phases, and allows for strategic character selection through predefined rules or player input.
Enhances the strategic nature of the game by providing distinct visual cues and selection options based on the game situation, improving player engagement and tactical decision-making.
Smart Images

Figure 0007762923000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a game program, a game processing method, and an information processing device. [Background technology]
[0002] Conventionally, ball sports games in which teams each made up of a plurality of player characters play against each other have been known. As an example of such a game, for example, Patent Document 1 describes a game in which a display is provided to distinguish between a player character operated by a player and a player character controlled by a CPU. In this game, a display is provided for a player character operated by a player to distinguish the player operating that player character, and when the player character controlled by the CPU is switched to the player's control target, the display for the player character previously controlled by the player is moved toward the new player character to be controlled by the player. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2001-276427 Summary of the Invention [Problem to be solved by the invention]
[0004] In ball sports games, the game situation differs depending on whether the team controlled by the player is on offense or defense. In the above-mentioned conventional technology, the display of the controlled character is uniform when switching between them, which poses a problem in that it is not possible to switch the display of the controlled character according to the game situation.
[0005] The present invention has been made in consideration of these problems, and aims to provide a game program, a game processing method, and an information processing device that can enhance the strategic nature of the game by switching the display of playable characters according to the situation in the match. [Means for solving the problem]
[0006] In order to achieve the above-mentioned object, the game program of the present invention causes an information processing device to function as a match progression processing unit that progresses a ball sport match between an allied team consisting of a plurality of allied characters including an operable character operated by a player, and an enemy team consisting of a plurality of enemy characters operated by other players or the game program, competing to score a ball into the opposing team's goal; a character switching processing unit that, when the allied team is on the offensive, switches the operable character to the allied character selected by a predetermined first selection operation by the player, and, when the allied team is on the defensive, switches the operable character to the allied character selected by the game program based on predetermined rules; and an effect display processing unit that causes the effect display representing the switch of the operable character to differ between the switch of the operable character in the attacking phase and the switch of the operable character in the defensive phase.
[0007] In order to achieve the above object, the game processing method of the present invention is a game processing method executed by an information processing device, and includes the steps of: progressing a ball sport match between an allied team consisting of a plurality of allied characters including an operation character operated by a player, and an enemy team consisting of a plurality of enemy characters operated by another player or a game program, in which the players compete to score a ball into the opposing team's goal; when the allied team is on offense, switching the operation character to the allied character selected by a predetermined first selection operation by the player, and when the allied team is on defense, switching the operation character to the allied character selected based on predetermined rules; and displaying different effects representing the switching of the allied character during the attacking phase and the switching of the allied character during the defensive phase.
[0008] In order to achieve the above-mentioned object, the information processing device of the present invention has a game progress processing unit that progresses a ball sport match between an allied team consisting of a plurality of allied characters including an operable character operated by a player, and an enemy team consisting of a plurality of enemy characters operated by another player or a game program, competing to score a ball into the opposing team's goal; a character switching processing unit that switches the operable character to the allied character selected by a predetermined first selection operation by the player when the allied team is on offense, and switches the operable character to the allied character selected based on predetermined rules when the allied team is on defense; and an effect display processing unit that changes the effect display representing the switching of the allied character between the switching of the allied character in the attacking phase and the switching of the allied character in the defensive phase. [Effects of the Invention]
[0009] According to the game program etc. of the present invention, the strategic nature of the game can be enhanced by switching the display of the playable character according to the situation of the match. [Brief explanation of the drawings]
[0010] [Figure 1] FIG. 1 is an explanatory diagram illustrating an example of the overall configuration of a game system. [Figure 2] FIG. 1 is an explanatory diagram illustrating an example of a field on which a soccer match is played in a game according to an embodiment. [Figure 3] 10 is a block diagram illustrating an example of a functional configuration related to effect display when switching between playable characters, among functions of the information processing device. FIG. [Figure 4] 10A and 10B are diagrams showing an example of switching of playable characters and display of a straight line effect when the team is on offense. [Figure 5] 10A and 10B are diagrams showing an example of switching of playable characters and display of a straight line effect when the team is on offense. [Figure 6] FIG. 10 is a diagram showing an example of switching of playable characters when the team is on offense. [Figure 7] FIG. 10 is a diagram showing an example of switching of playable characters when the team is on defense. [Figure 8] 10A and 10B are diagrams showing an example of switching of playable characters and display of beam effects when the team is on defense. [Figure 9] FIG. 10 is a diagram showing an example of switching of playable characters when the team is on defense. [Figure 10] FIG. 10 is an explanatory diagram showing a specific example of a predetermined rule that regulates switching of playable characters when the team is on defense. [Figure 11] FIG. 10 is an explanatory diagram showing a specific example of a predetermined rule that regulates switching of playable characters when the team is on defense. [Figure 12]FIG. 10 is an explanatory diagram showing a specific example of a predetermined rule that regulates switching of playable characters when the team is on defense. [Figure 13] 10 is a flowchart illustrating an example of a processing procedure for effect display when switching between playable characters, which is executed by an information processing device. [Figure 14] FIG. 2 is a block diagram illustrating an example of a functional configuration related to mode switching among functions of the information processing device. [Figure 15] FIG. 10 is an explanatory diagram illustrating an example of a predetermined area in which a zone mode can be activated. [Figure 16] FIG. 10 is a diagram showing an example of a transition operation for transitioning to an attack zone mode. [Figure 17] FIG. 10 is a diagram showing an example of a game image in an attack zone mode. [Figure 18] FIG. 10 is a diagram showing an example of a game image in an attack zone mode. [Figure 19] FIG. 10 is a diagram showing an example of a game image in an attack zone mode. [Figure 20] FIG. 10 is a diagram showing an example of a game image in an attack zone mode. [Figure 21] FIG. 10 is a diagram showing an example of a transition operation for transitioning to a defensive zone mode. [Figure 22] FIG. 10 is a diagram showing an example of a game image in a defensive zone mode. [Figure 23] FIG. 10 is a diagram illustrating an example of reserving placement of a barrier object in a defensive zone mode. [Figure 24] FIG. 10 is a diagram illustrating an example of reserving placement of a barrier object in a defensive zone mode. [Figure 25] FIG. 10 is a diagram illustrating an example of the placement of barrier objects in a defensive zone mode. [Figure 26] FIG. 10 is a diagram illustrating an example of the placement of barrier objects in a defensive zone mode. [Figure 27] 10 is a flowchart illustrating an example of a processing procedure related to mode switching executed by the information processing device. [Figure 28]10 is a flowchart illustrating an example of a processing procedure related to mode switching executed by the information processing device. [Figure 29] FIG. 10 is a diagram showing an example of switching of the playable character in a modified example in which the playable character is selected and switched in a defensive situation. [Figure 30] FIG. 10 is a diagram showing an example of a beam effect display in a modified example in which an operable character is selected and switched during a defensive situation. [Figure 31] FIG. 10 is a diagram showing an example of the placement of barrier objects in a modified example in which the placement location of the barrier objects can be changed. [Figure 32] FIG. 10 is a diagram showing an example of the placement of barrier objects in a modified example in which the placement location of the barrier objects can be changed. [Figure 33] FIG. 2 is a block diagram illustrating an example of a hardware configuration of an information processing device. DETAILED DESCRIPTION OF THE INVENTION
[0011] Hereinafter, an embodiment of the present invention will be described with reference to the drawings.
[0012] <1. Overall structure of the game system> An example of the overall configuration of a game system 1 according to an embodiment will be described with reference to Fig. 1. As shown in Fig. 1, the game system 1 includes an information processing device 3, a game controller 5, and a display device 7. The game controller 5 and the display device 7 are connected to the information processing device 3 so as to be able to communicate with each other via wire or wirelessly.
[0013] The information processing device 3 is, for example, a stationary game console. However, it is not limited to this and may be, for example, a portable game console that is integrated with an input unit, a display unit, etc. In addition to game consoles, it may also be, for example, computer equipment such as a server computer, desktop computer, notebook computer, or tablet computer, or equipment with telephone functions such as a smartphone, mobile phone, or phablet.
[0014] A player performs various operation inputs using a game controller 5. In the example shown in Fig. 1, the game controller 5 has, for example, a cross key 9, a plurality of operation buttons 11, a joystick 13, a touchpad 15, etc. The plurality of operation buttons 11 include, for example, an X button, a Y button, an A button, a B button, etc.
[0015] <2. Game Overview> Next, an example of the outline of the game according to this embodiment, that is, the game provided by the information processing device 3 executing the game program and game processing method of the present invention, will be described.
[0016] In the game according to this embodiment, a ball sport match is played between a team of teammates, consisting of a plurality of teammate characters including a playable character controlled by a player, and an opponent team, consisting of a plurality of opponent characters controlled by other players or a game program, in a competition to score a ball into the opponent's goal. Note that the term "ball" also includes non-spherical objects, such as a disc-shaped puck used in ice hockey. In this embodiment, the present invention will be described as being applied to a soccer game as an example of a ball sport.
[0017] As shown in Fig. 2, a field 17 on which a soccer match is played in the game of this embodiment is provided with goals 19 for the team (hereinafter referred to as "team goals 19" where appropriate), goal areas 21, and penalty areas 23, as well as goals 25 for the opposing team (hereinafter referred to as "opponent goals 25"), goal areas 27, and penalty areas 29. The team is made up of 11 teammate characters 31, and the opposing team is made up of 11 opponent characters 33. In each drawing, in order to distinguish between the opposing and opposing player characters, the teammate characters 31 are shown in white, and the opponent characters 33 are shown in gray (dotted hatching).
[0018] The player controls one of the teammate characters 31 as a playable character, and moves the character around the field 17 to perform various soccer actions such as dribbling, shooting, and passing. The player can switch the playable character to another teammate character 31 by performing a predetermined switching operation. The teammate characters 31 other than the playable character are automatically controlled by a predetermined algorithm (game AI) defined by the game program. Hereinafter, the playable character, that is, the teammate character 31, will be referred to as the "playable character 31" where appropriate.
[0019] A player can play a match against the game AI or another player. When a player plays a match against the game AI, all of the enemy characters 33 are automatically controlled by a predetermined algorithm (game AI) defined by the game program, and move on the field 17 to perform various soccer actions such as dribbling, shooting, and passing. When a player plays a match against another player, one of the enemy characters 33 is controlled by the other player, and the enemy characters 33 other than the controlled character are automatically controlled by a predetermined algorithm (game AI) defined by the game program.
[0020] When a teammate character 31 puts the ball 35 into the opposing team's goal 25, the team scores, and when an opposing character 33 puts the ball 35 into the opposing team's goal 19, the opposing team scores, and the team with the most points when the game time has elapsed wins. In addition, the game proceeds in accordance with the rules of actual soccer as appropriate.
[0021] In the game according to this embodiment, different effects are displayed to indicate the change in the playable character when the team is attacking or defending. Furthermore, in a specific area within the field 17, the player can enter a zone mode in which the movement speed of the player character is slowed down by performing a predetermined transition operation. These details will be explained below.
[0022] <3. Functional configuration of information processing device> Next, an example of a functional configuration relating to effect display when switching between playable characters, among the functions of the information processing device 3, will be described with reference to FIGS. 3 and 4 to 12. FIG.
[0023] As shown in FIG. 3, the information processing device 3 has a match progress processing unit 37, a character switching processing unit 39, and an effect display processing unit 41.
[0024] The match progress processing unit 37 progresses a soccer match between a teammate consisting of a plurality of teammate characters 31 including an operation character operated by the player, and an opponent team consisting of a plurality of opponent characters 33 operated by other players or a game program. The match progress processing unit 37 executes various processes necessary for the progress of a soccer match.
[0025] The character switching processing unit 39 switches the playable character to the teammate character 31 selected by the player through a predetermined first selection operation when the teammate team is on offense, and switches the playable character to the teammate character 31 selected by the game program based on predetermined rules when the teammate team is on defense. Specifically, when the teammate team is on offense, the character switching processing unit 39 sets the teammate character 31 selected by the first selection operation as a switch-destination candidate, and switches the playable character to the switch-destination candidate teammate character 31 when the player performs a predetermined execution operation to pass the ball to the teammate character 31. Furthermore, when the teammate team is on defense, the character switching processing unit 39 switches the playable character to the teammate character 31 selected based on predetermined rules when the player performs a predetermined switching operation. The "predetermined rules" will be described later.
[0026] The effect display processing unit 41 displays different effect displays representing the switching of the playable character when the playable character is switched during an attacking situation and when the playable character is switched during a defensive situation. Specifically, when the team's team is attacking, the effect display processing unit 41 displays a line effect (an example of a first effect display) that connects the current playable character with the playable character 31 selected by the player's first selection operation in a straight line, and stops displaying the line effect when a pass execution operation is performed. Furthermore, when the team's team is defending, the effect display processing unit 41 displays a beam effect (an example of a second effect display) that moves in a beam-like manner from the current playable character to the playable character 31 that is the switching destination selected based on a predetermined rule. At this time, the effect display processing unit 41 displays an arrow effect (an example of a third effect display) that connects the current playable character with the playable character 31 that is the switching destination candidate selected based on a predetermined rule in a straight line, and displays a beam effect when a predetermined switching operation is performed.
[0027] 4 to 6 show an example of switching between playable characters and displaying a straight line effect when the team is on offense. Also, FIGS. 7 to 9 show an example of switching between playable characters and displaying a beam effect and an arrow effect when the team is on defense. Note that FIGS. 4 to 9 are examples of game images in "normal mode" that has not yet transitioned to "zone mode," which will be described later, and are images of a relatively wide area of the field 17 viewed from diagonally above.
[0028] As shown in FIGS. 4 to 9, an identification mark 43 is displayed for the teammate character 31, and an identification mark 45 is displayed for the enemy character 33, so that the player can easily distinguish between the teammate character 31 and the enemy character 33. Furthermore, an identification mark 47 is displayed for the playable character so that the player can easily distinguish between the playable character. In this embodiment, the identification marks 43, 45, and 47 are displayed as ring-shaped marks at the current position of each player on the field 17, for example, and each has a different display mode (for example, color, presence or absence of light emission, etc.). Note that, as long as the types of teammate character, enemy character, and playable character can be distinguished, the identification marks may be displayed in a different manner (for example, shape, type, etc.) other than the above.
[0029] In the examples shown in FIGS. 4 and 5, the playable character 31A is holding the ball 35 and advancing toward the opponent's territory. At this time, the player can select a candidate ally character 31 to pass the ball 35 to by performing a predetermined first selection operation. When the ball 35 is passed, the playable character switches to the pass destination ally character 31. Therefore, by performing a predetermined first selection operation, the player can select a candidate ally character 31 to switch the playable character to. The "predetermined first selection operation" is, for example, a tilt operation of the joystick 13 of the game controller 5. In this case, the ally character 31 closest to the tilt direction is selected. Note that the "predetermined first selection operation" may be an operation other than the joystick 13, as long as it is an operation that can specify the ally character 31. For example, the "predetermined first selection operation" may be performed using the cross key 9, the operation button 11, the touchpad 15, or the like.
[0030] 4 shows a game image in which an ally character 31B in front of the playable character 31A is selected as a path destination candidate (switching destination candidate). As shown in FIG. 4, a line effect 49 is displayed, connecting the selected ally character 31B and the current playable character 31A in a straight line.
[0031] On the other hand, Fig. 5 shows a game image in which an ally character 31C located to the left and in front of the playable character 31A is selected as a pass destination candidate (switching destination candidate). As shown in Fig. 5, a line effect 49 is displayed, connecting the selected ally character 31C and the current playable character 31A in a straight line.
[0032] Although the above describes the case where ally characters 31B and 31C are selected, if other ally characters 31 are displayed in the game image, those ally characters 31 can also be selected. In other words, the player can switch the selection of pass destination candidates (switch destination candidates) for all of the ally characters 31 displayed in the game image. Furthermore, the player can freely switch pass destination candidates (switch destination candidates) any number of times by the above selection operation while operating the playable character 31A.
[0033] With a pass destination candidate (switching destination candidate) selected, the player can pass the ball 35 to the selected teammate character 31 by performing a predetermined execution operation to execute the pass. The "predetermined execution operation" is, for example, operation of the B button 11 of the game controller 5, and is displayed in the operation guide section 51 of the game screen in the examples shown in FIGS. 4 to 6. Note that the "predetermined execution operation" may be an operation other than the B button 11 as long as it is an operation that triggers execution. For example, the "predetermined execution operation" may be performed using the cross key 9, an operation button 11 other than the B button, the joystick 13, the touchpad 15, or the like.
[0034] Fig. 6 is a game image when a pass is executed to ally character 31C. As shown in Fig. 6, when the pass is executed, the display of the line effect 49 stops and the playable character is switched from ally character 31A to ally character 31C. Accordingly, the identification mark 47 of ally character 31A changes to identification mark 43, and the identification mark 43 of ally character 31C changes to identification mark 47.
[0035] As described above, the player can pass the ball while successively switching the controlled character between the ally characters 31. In this case, as described above, a straight line effect 49 representing the trajectory of the ball pass is displayed when selecting the pass destination (the destination of the controlled character), allowing the player to predict the actions of the surrounding enemy characters 33 and strategically select which ally character 31 to pass to (which ally character 31 to switch the controlled character to) so as not to lose the ball 35.
[0036] On the other hand, in the example shown in FIGS. 7 to 9, the enemy character 33A is holding the ball 35 and advancing toward the teammate's territory. At this time, the player can switch the playable character to the teammate character 31 selected based on predetermined rules by performing a predetermined switching operation. The "predetermined switching operation" is, for example, operation of the B button 11 of the game controller 5, and in the example shown in FIGS. 7 to 9, is displayed in the operation guide section 51 on the game screen. Note that the "predetermined switching operation" may be an operation other than the B button 11 as long as it is an operation that triggers switching. For example, the "predetermined switching operation" may be performed by the cross key 9, an operation button 11 other than the B button, the joystick 13, the touchpad 15, or the like.
[0037] FIG. 7 shows a game image in which the playable character is an ally character 31A, and an enemy character 33A holding a ball 35 has overtaken the playable character 31A. As shown in FIG. 7, an identification mark 47 is displayed for the playable character 31A. In the example shown in FIG. 7, it is assumed that the player has not performed a "predetermined second selection operation" to select the ally character 31. In this case, the direction in which the ball 35 will head (the direction in which the enemy character 33A holding the ball 35 will head; for example, downward in FIG. 7) is predicted, and the ally character 31B closest to the predicted direction is automatically selected as the switch-to candidate. Then, as shown in FIG. 7, an arrow effect 52 is displayed, connecting the playable character 31A and the switch-to candidate ally character 31B in a straight line. The arrow effect 52 is a semi-transparent arrow pointing from the playable character 31A to the ally character 31B. The arrow-shaped arrow effect 52 clearly indicates the switch direction, and the semi-transparent effect prevents the game screen from becoming difficult to see. The arrow effect 52 may be displayed in a manner other than the above as long as the ally character 31 that is a candidate for switching to can be identified.
[0038] 8 and 9 show game images when the "predetermined switching operation" is performed in the state shown in FIG. 7. As shown in FIG. 8, when the "predetermined switching operation" is performed, the playable character is switched to ally character 31B, on which arrow effect 52 is displayed. At this time, as shown in FIG. 8, the display of arrow effect 52 is stopped, and beam effect 53 is displayed, moving in a beam shape from playable character 31A to ally character 31B, the switch destination. Beam effect 53 is displayed, for example, as a ring that moves with a trailing tail, but other display modes may be used as long as the switch destination of the playable character is identifiable.
[0039] As shown in FIG. 8, when the beam effect 53 is emitted from the identification mark 47 of the playable character 31A, the identification mark 47 of the playable character 31A changes to the identification mark 43. When the beam effect 53 reaches the identification mark 43 of the ally character 31B, the identification mark 43 of the ally character 31B changes to the identification mark 47, as shown in FIG. 9. This allows the ring-shaped identification mark 47 representing the playable character to move as the playable character is switched, allowing the player to easily identify which ally character 31 the playable character has been switched to. Unlike offensive situations in which the player selects the ally character 31 to be switched to, defensive situations in which the ally character 31 to be switched to is automatically selected without the player having to select it themselves, making it easy for the player to lose track of the playable character. For this reason, the beam effect 53, which can clearly indicate the transition of the playable character, is particularly effective.
[0040] Note that, even in a situation where the teammate's team is on defense, the player can intentionally select the destination of the controlled character, just as in a situation where the teammate's team is on offense. That is, when the player performs a "predetermined second selection operation" to select a controlled character 31, the controlled character 31 selected by the second selection operation is designated as a controlled character candidate, and an arrow effect 52 is displayed, connecting the controlled character and the controlled character candidate 31 in a straight line. The "predetermined second selection operation" is, for example, a tilt operation of the joystick 13 of the game controller 5. In this case, the controlled character 31 closest to the tilt direction is selected. Note that the "predetermined second selection operation" may be an operation other than the joystick 13, as long as it is an operation that can specify the controlled character 31. For example, the "predetermined second selection operation" may be performed using the cross key 9, the operation button 11, the touchpad 15, or the like.
[0041] When the "predetermined switching operation" is performed while the arrow effect 52 is displayed by the "predetermined second selection operation," the playable character is switched to the ally character 31 displaying the arrow effect 52. At this time, the display of the arrow effect 52 is stopped, and a beam effect 53 is displayed that moves in a beam shape from the playable character to the switched-to ally character 31.
[0042] 29 and 30 show a specific example in which a player selects a destination for the controlled character. In the example shown in FIGS. 29 and 30, an enemy character 33A is holding a ball 35 and advancing toward the teammate's territory. FIG. 29 shows a game image in which an ally character 31C located to the right rear of the controlled character 31A is selected as a destination candidate through a "predetermined second selection operation." As shown in FIG. 29, an arrow effect 52 is displayed, connecting the controlled character 31A and the ally character 31C, which is the destination candidate, in a straight line. Note that the player can also select the ally character 31B as the destination candidate through a selection operation. In this case, an arrow effect 52 is displayed, connecting the controlled character and the ally character 31B, which is the destination candidate, in a straight line. In other words, the player can switch the selection of the destination candidate for all of the ally characters 31 displayed in the game image.
[0043] With a switching destination candidate selected (with the arrow effect 52 displayed), the player can switch the playable character to the selected ally character 31 by performing a "predetermined switching operation" to switch the playable character. FIG. 30 shows a game image when the "predetermined switching operation" is performed in FIG. 29. In the example shown in FIG. 30, the playable character is switched from ally character 31A to ally character 31C. At this time, the display of the arrow effect 52 is stopped, and a beam effect 53 is displayed, which moves in a beam shape from playable character 31A to ally character 31C, the switching destination.
[0044] As described above, in a defensive situation, the player can not only automatically select the destination of the controlled character according to a predetermined rule, but also manually select the destination of the controlled character himself. This increases the degree of freedom in selecting the destination of the controlled character in a defensive situation. Furthermore, since the way in which the controlled character is switched can be changed depending on the situation of the game, the strategic element can be further improved.
[0045] Note that if the player does not perform the "predetermined second selection operation," and there is no ally character 31 near the predicted direction of the ball 35 (for example, within a predetermined angle range or a predetermined distance range from that direction), the arrow effect 52 will not be displayed. In this case, even if the player performs the "predetermined switching operation," the controlled character will not be switched, and the beam effect 53 will not be displayed. However, as described above, the player can switch the controlled character to the ally character 31 selected by the second selection operation by performing the "predetermined second selection operation."
[0046] 10 to 12 show specific examples of the above-mentioned predetermined rules. As shown in Fig. 10, for example, if the playable character is a teammate character 31A located closer to the teammate goal 19 than the ball 35, and the direction in which the ball 35 is heading (the direction in which the enemy character 33A holding the ball 35 is heading) is indicated by an arrow 34, the teammate character 31B closest to the direction of the arrow 34 automatically becomes a candidate for switching, and an arrow effect 52 connecting the playable character 31A and the teammate character 31B is displayed. When a "predetermined switching operation" is performed in this state, the playable character is switched from the teammate character 31A to the teammate character 31B.
[0047] 11, for example, if the playable character is ally character 31A near enemy goal 25 and the direction in which ball 35 is heading (the direction in which enemy character 33A holding ball 35 is heading) is indicated by arrow 34, ally character 31B that is closest in the direction of arrow 34 automatically becomes a candidate for switching, and an arrow effect 52 connecting playable character 31A and ally character 31B is displayed. When a "predetermined switching operation" is performed in this state, the playable character is switched from ally character 31A to ally character 31B.
[0048] 12, for example, if the playable character is ally character 31A, the direction in which ball 35 is heading (the direction in which enemy character 33A holding ball 35 is heading) is arrow 34, and no ally character 31 is located near the direction of arrow 34, then arrow effect 52 will not be displayed. In this case, even if the player performs a "predetermined switching operation," the playable character will not be switched. However, as described above, the player can perform a "predetermined second selection operation" to switch the playable character to the ally character 31 selected by the second selection operation.
[0049] Note that rules other than those described above may also be set. For example, if any of the ally characters 31 is within a predetermined distance (for example, about 2 to 3 m) from the ball 35 (or the enemy character 33 holding the ball 35), that ally character 31 may be automatically selected even if it is not the closest in the direction in which the ball 35 is heading.
[0050] The processing in each processing unit described above is not limited to these examples of division of processing, and may be performed by, for example, further subdivided processing units. Furthermore, the functions of each processing unit described above are implemented by a game program executed by a CPU 301 (see FIG. 33 described below), but some of them may be implemented by actual devices such as dedicated integrated circuits such as an ASIC (Application Specific Integrated Circuit) or an FPGA (Field Programmable Gate Array), or other electric circuits.
[0051] <4. Processing procedure executed by the information processing device> Next, an example of a processing procedure for effect display when switching between playable characters, which is executed by the information processing device 3, will be described with reference to Fig. 13. The processing procedure shown in Fig. 13 is an example of a game processing method executed by the information processing device 3.
[0052] In step S5, the information processing device 3 determines whether or not the ally character 31 is in possession of the ball 35. If the ally character 31 is not in possession of the ball 35 (step S5: NO), the information processing device 3 shifts the process to step S30, which will be described later. On the other hand, if the ally character 31 is in possession of the ball 35 (step S5: YES), the information processing device 3 shifts the process to the next step S10.
[0053] In step S10, the information processing device 3 uses the character switching processing unit 39 to select the ally character 31 selected by the player as a candidate for switching, and uses the effect display processing unit 41 to display a straight line effect 49 that connects the ally character 31 selected by the player and the currently operated character in a straight line.
[0054] In step S15, the information processing device 3 determines whether or not an operation to pass the ball 35 to the teammate character 31 selected in step S10 has been performed. The information processing device 3 repeats step S15 until an operation to pass has been performed (step S15: NO), and if an operation to pass has been performed (step S15: YES), the information processing device 3 proceeds to the next step S20.
[0055] In step S20, the information processing device 3 causes the effect display processing unit 41 to stop displaying the straight line effect 49.
[0056] In step S25, the information processing device 3 passes the ball 35 to the teammate character 31 selected in step S10, and switches the operated character to the pass destination teammate character 31 by the character switching processing unit 39. Thereafter, the process returns to step S5.
[0057] In step S30, the information processing device 3 determines whether or not the enemy character 33 is in possession of the ball 35. If the enemy character 33 is not in possession of the ball 35 (step S30: NO), the information processing device 3 returns the process to step S5. On the other hand, if the enemy character 33 is in possession of the ball 35 (step S30: YES), the information processing device 3 proceeds to the next step S35.
[0058] In step S35, the information processing device 3 sets the ally character 31 selected in accordance with a predetermined rule as a candidate to which the playable character is to be switched by the character switching processing unit 39. Then, the information processing device 3 displays, by the effect display processing unit 41, an arrow effect 52 that connects the playable character and the selected ally character 31 in a straight line.
[0059] In step S40, the information processing device 3 determines whether or not the player has performed an operation to switch the playable character. The information processing device 3 repeats step S40 until the player has performed an operation to switch the playable character (step S40: NO), and if the player has performed an operation to switch the playable character (step S40: YES), the information processing device 3 proceeds to the next step S45.
[0060] In step S45, the information processing device 3 causes the effect display processing unit 41 to display a beam effect 53 that moves in a beam shape from the currently operated character to the ally character 31 selected in step S35.
[0061] In step S50, the information processing device 3 switches the operated character to the ally character 31 selected in step S35 above, via the character switching processing unit 39. Thereafter, the process returns to step S5 above.
[0062] The above-described processing procedure is an example, and at least some of the procedures may be deleted or changed, or other procedures may be added. Furthermore, the order of at least some of the procedures may be changed, or multiple procedures may be combined into a single procedure.
[0063] <5. Functional configuration of information processing device> Next, an example of a functional configuration relating to mode switching among the functions of the information processing device 3 will be described with reference to FIG. 14 and FIGS. 15 to 26. FIG.
[0064] As shown in FIG. 14, the information processing device 3 has the above-mentioned match progress processing unit 37, a mode transition processing unit 55, and a defense object processing unit 57.
[0065] When a player performs a predetermined transition operation while a teammate character 31 holding the ball 35 or an enemy character 33 holding the ball 35 is located in a predetermined area of the field 17 where a game is played, the mode transition processing unit 55 transitions from normal mode to zone mode (an example of slow mode) in which the player can control the playable characters with the teammate character 31 and the enemy character 33 moving at a speed slower than the normal speed. In "normal mode," the teammate character 31 and the enemy character 33 move at a normal speed, whereas in "zone mode," the teammate character 31 and the enemy character 33 move at a speed slower than the normal mode (a so-called slow-motion state). In this slow-motion state, the player can issue various command operations to the playable character. The various command operations include dedicated commands that cannot be executed in normal mode and can only be executed in zone mode.
[0066] Note that a time limit is set for the zone mode, and when the time limit has elapsed, the mode transition processing unit 55 terminates the zone mode and returns to the normal mode. Furthermore, even if the time limit has not elapsed, the mode transition processing unit 55 terminates the zone mode and returns to the normal mode if the player performs a predetermined cancel operation. The predetermined cancel operation is, for example, an operation in which the teammate character 31, who is holding the ball 35, passes the ball to another teammate character 31 outside the zone area 61 when the teammate character 31 is on offense. In other words, the player can transition from the normal mode to the zone mode at a desired timing, and, during an attack, can intentionally terminate the zone mode at a desired timing before the time limit has elapsed and return to the normal mode. The mode transition processing unit 55 also terminates the zone mode when a shot by the teammate character 31 or the enemy character 33 is stopped by the opposing defensive character or a barrier object. Note that the predetermined cancel operation may include, for example, an operation in which the teammate character 31, who is holding the ball 35, passes the ball to another teammate character 31 outside the zone area 61 when the teammate character 31 is on defense.
[0067] FIG. 15 shows an example of a predetermined area. The "predetermined area" is an area on the field 17 where players are particularly likely to gather, such as a specific range near the goal. In the example shown in FIG. 15, a zone area 59 on the field 17 that encompasses the penalty area 23 on the team's goal 19 side and a zone area 61 that encompasses the penalty area 29 on the opponent's goal 25 side are set as the predetermined areas. Note that the entire field 17 may be set as a zone area, and it may be possible to switch to zone mode at any location on the field 17.
[0068] The zone modes include an offensive zone mode and a defensive zone mode. When a transition operation is performed while the teammate character 31 holding the ball 35 is located in a zone area 61 surrounding the opponent's goal 25 in a situation where the teammate team is attacking, the mode transition processing unit 55 transitions from the normal mode to the offensive zone mode. When a transition operation is performed while the teammate character 33 holding the ball 35 is located in a zone area 59 surrounding the opponent's goal 19 in a situation where the teammate team is defending, the mode transition processing unit 55 transitions from the normal mode to the defensive zone mode.
[0069] FIG. 16 shows an example of a transition operation for transitioning to the attacking zone mode. FIG. 16 shows a situation in which the team is on offense, and the playable character 31A, holding the ball 35, has entered the zone area 61 surrounding the opponent's goal 25. In this state, if the player performs a predetermined transition operation, the game mode transitions from the normal mode to the attacking zone mode. The "predetermined transition operation" is, for example, operation of the X button 11 on the game controller 5, and in the example shown in FIG. 16, it is displayed on the operation guide unit 63 near the playable character 31A. Note that the "predetermined transition operation" may be an operation other than the X button 11, as long as it is an operation that triggers a mode transition. For example, the "predetermined transition operation" may be performed using the cross key 9, an operation button 11 other than the X button, the joystick 13, the touchpad 15, or the like.
[0070] Figures 17 to 20 show examples of game images when the game mode is switched to attack zone mode. For example, if the player operates the X button 11 in the game image of Figure 16 above, the game image of attack zone mode will be as shown in Figure 17 or Figure 18. As shown in Figures 17 and 18, the game image of attack zone mode is closer to the playable character and is viewed from a more horizontal angle than the game image of normal mode shown in Figure 16.
[0071] A cursor 65 for specifying the destination of the ball 35 is displayed on the game image in the attacking zone mode. The player can freely move the cursor 65 by using, for example, the joystick 13 of the game controller 5. Note that the cursor 65 may be moved not only by the joystick 13 but also by, for example, the cross key 9, the operation buttons 11, the touchpad 15, etc. Furthermore, the game image in the attacking zone mode displays in the mode display section 66 the fact that the zone mode is activated and the remaining time limit.
[0072] FIG. 17 is a game image when the cursor 65 is moved into the opponent's goal 25. In this case, the operation guide unit 69 displays the operation for performing the shot (for example, the B button 11 or the Y button 11) along with a linear shot trajectory 67. By performing this operation, the player can cause the playable character 31A to perform a shot toward the position specified by the cursor 65. In the example shown in FIG. 17, the playable character 31A has special abilities or skills related to shooting (for example, a special shot), and the player can select and perform either a normal shot or a special shot.
[0073] FIG. 18 shows a game image in which the cursor 65 is moved to the teammate character 31B. In this case, an operation for passing (e.g., the B button) is displayed in the operation guide unit 69 along with an arc-shaped path trajectory 71. By performing this operation, the player can have the playable character 31A pass the ball to the teammate character 31B designated by the cursor 65. In the example shown in FIG. 18, an operation for performing a shot chain (e.g., the Y button) is displayed in the operation guide unit 69. A "shot chain" refers to multiple teammate characters 31 connecting shots to increase the power of the shots. In this example, the playable character 31A shoots the teammate character 31B, and the teammate character 31B shoots the ball 35 toward the opponent's goal 25. As a result, the shooting power of the playable character 31A is added to the shooting power of the teammate character 31B, resulting in a shot. Note that a shot chain may be performed by three or more teammate characters 31. In addition, when the cursor 65 is moved to the teammate character 31C, a pass or a shot chain can be performed on the teammate character 31C.
[0074] When a playable character passes or executes a shot chain to another teammate character 31, the playable character switches to that teammate character 31. FIG. 19 shows a game image in which, for example, in the game image of FIG. 18, a shot chain is executed from playable character 31A to teammate character 31B, and the playable character switches to teammate character 31B. In the example shown in FIG. 19, a cursor 65 is moved into the opponent's goal 25, and an operation for performing a shot (e.g., the B button 11 or the Y button 11) is displayed in the operation guide unit 69 along with a linear shot trajectory 67. By performing this operation, the player can cause playable character 31B to execute a shot with increased power due to the shot chain toward a position designated by the cursor 65. In the example shown in FIG. 19, the player can select and execute either a direct shot or a special shot. A "direct shot" is a shot that can be executed, for example, when the ball 35 is received at a high position.
[0075] FIG. 20 is a game image in which, for example, in the game image of FIG. 18, a pass is executed from the playable character 31A to the teammate character 31B, and the playable character is switched to the teammate character 31B. In the example shown in FIG. 20, the cursor 65 is moved to the teammate character 31C, and an operation for passing (e.g., the B button) is displayed in the operation guide unit 69 along with an arc-shaped pass trajectory 71. By performing this operation, the player can cause the playable character 31B to pass the ball toward the teammate character 31C designated by the cursor 65. In this way, passes can be made between the teammate characters 31A near the opponent's goal 25. Note that if the playable character 31B receives a pass at a high position, the playable character 31B may be allowed to take the above-mentioned direct shot.
[0076] Note that operation commands other than those described above may also be executable in the attacking zone mode. For example, a centering command, which sends the ball 35 from either the left or right side of the field 17 in front of the opponent's goal 25, may be executable. Also, for example, a through pass, which kicks the ball 35 into an empty space on the field 17 and moves a nearby teammate character 31 toward the ball 35, may be executable.
[0077] FIG. 21 shows an example of a transition operation for transitioning to the defensive zone mode. FIG. 21 shows a situation in which the team is on defense, and an enemy character 33A in possession of the ball 35 has entered a zone area 59 surrounding the team's goal 19. In this state, when the player performs a predetermined transition operation, the mode transitions from the normal mode to the defensive zone mode. The "predetermined transition operation" is, for example, operation of the X button 11 on the game controller 5, and in the example shown in FIG. 21, this is displayed on the operation guide unit 63 near the playable character 31A.
[0078] 22 to 26 show examples of game images when the game mode is switched to defensive zone mode. For example, if the player operates the X button 11 in the game image of FIG. 21, the game image of defensive zone mode shown in FIG. 22 will appear. In defensive zone mode, the playable character automatically switches to teammate character 31D, who is the goalkeeper. As shown in FIG. 22, the game image of defensive zone mode is closer to playable character 31D and is viewed from a more horizontal angle than the game image of normal mode shown in FIG. 21.
[0079] As shown in FIG. 22 , a game image in the defensive zone mode displays a defensive range 73 of the playable character 31D, who is a goalkeeper. The defensive range 73 is displayed with a length corresponding to the defensive ability of the playable character 31D. That is, the higher the defensive ability of the playable character 31D, the longer the defensive range 73. Conversely, the lower the defensive ability of the playable character 31D, the shorter the defensive range 73. In the example shown in FIG. 22 , the defensive range 73 is displayed as an object with open arms, but it may be displayed in other ways, such as an arrow. The player can freely move the playable character 31D by using, for example, the joystick 13 of the game controller 5 while referring to the defensive range 73. Note that the playable character 31D may be moved using, for example, the cross key 9, the operation button 11, the touchpad 15, or the like, instead of the joystick 13. In addition, the game image in the defensive zone mode, like the offensive zone mode, displays in the mode display unit 66 that the zone mode is activated and the remaining time limit.
[0080] In the example shown in FIG. 22, the operation guide unit 69 displays an operation (for example, the A button) for catching a shot, and when the enemy character 33A executes a shot, the player can make the playable character 31D catch the ball 35 by performing the operation in time with the ball 35 reaching the defensive range 73. Note that if the ball 35 passes outside the defensive range 73, or if the ball 35 passes within the defensive range 73 but the power of the shot by the enemy character 33A is greater than the defensive strength of the playable character D, the catch will be unsuccessful. On the other hand, if the ball 35 passes within the defensive range 73 and the power of the shot is less than the defensive strength of the playable character D, the catch will be successful.
[0081] In addition, if the playable character 31D has special abilities or skills related to catching the ball 35 (for example, a deadly catch), the operation guide unit 69 may display operations for making a deadly catch in addition to normal catches.
[0082] 22, an operation (for example, button B) for placing a barrier by a defender is displayed in the operation guide section 69. By performing this operation, the player can place a barrier object in a desired position. The placement of the barrier object will be described below.
[0083] 14 described above, in a state where the game has transitioned to the defensive zone mode, places a wall-like barrier object (an example of a barrier object) having a predetermined width capable of blocking or weakening the power of a passing ball 35 of the opposing team at a position designated by the player within the zone area 59. In detail, the barrier object processing unit 57 moves the teammate character 31 closest to the position designated by the player (reserved position) toward the designated position, and places the barrier object when the teammate character 31 arrives at the designated position. At this time, the barrier object processing unit 57 adjusts the orientation of the barrier object based on the position of the ball 35 held by the opposing character 33 or the starting position of a shot by the opposing character 33.
[0084] Furthermore, when a barrier object is placed in a position near an ally character 31D (an example of a predetermined ally character) who is a goalkeeper, and the ally character 31D executes a special skill, the defense object processing unit 57 causes the ally character 31D to absorb the barrier object, thereby increasing the power of the special skill. Note that the execution of a special skill is the activation of an inherent ability or skill of the ally character 31D, but may also include, for example, the use of an item. Similar processing may also be performed on an ally character 31 other than a goalkeeper (for example, a defender, etc.).
[0085] It should be noted that not only the friendly team but also the enemy team may be able to place barrier objects. In this case, the barrier objects placed by the enemy team may be displayed or hidden in the game image.
[0086] 23 to 26 show examples of placement of barrier objects. As shown in FIG. 23, when a barrier placement operation is performed in the defensive zone mode, a cursor 75 for specifying the position of the barrier object is displayed. A number indicating that this is the first barrier object is also displayed on the cursor 75. The player can freely move the cursor 75 using, for example, the joystick 13 of the game controller 5. The cursor 75 may also be moved using, for example, the cross key 9 or the touchpad 15. The player can reserve the first barrier object by moving the cursor 75 to a desired position and then performing a predetermined confirm operation. Once the position of the cursor 75 is determined, the ally character 31 closest to the cursor 75 starts moving toward the cursor 75. In the example shown in FIG. 23, the ally character 31A closest to the cursor 75 starts moving toward the cursor 75.
[0087] The orientation of the cursor 75 is automatically adjusted when it is displayed. Even while the player is adjusting the position of the cursor 75, the orientation is automatically adjusted according to that position. For example, when the enemy character 33A is not shooting, the orientation of the cursor 75 is adjusted so that it is perpendicular to the line connecting the ball 35 held by the enemy character 33A and the position of the cursor 75 (for example, the center position). Also, when the enemy character 33A has just shot, the orientation of the cursor 75 is adjusted so that it is perpendicular to the line connecting the starting position of the shot by the enemy character 33A and the position of the cursor 75 (for example, the center position).
[0088] Because the movement is in slow motion, a predetermined time corresponding to the distance traveled is required for the ally character 31A to reach the cursor 75. Therefore, if a shot is taken and the ball 35 passes through the cursor 75, or if the enemy character 33A holding the ball 35 passes through the cursor 75 before the ally character 31A arrives at the cursor 75, the barrier object is not activated and the cursor 75 is canceled.
[0089] Furthermore, as shown in FIG. 24, the position of the second barrier object may be specified with a cursor 77 before the ally character 31A arrives at the cursor 75. A number indicating that this is the second barrier object is also displayed on the cursor 77. The player can reserve the second barrier object by moving the cursor 77 to the desired position and then performing a predetermined confirm operation. In the example shown in FIG. 24, the ally character 31B closest to the cursor 77 begins moving toward the cursor 77. Note that the examples shown in FIGS. 23 to 26 show a case where the number of barrier objects that can be placed is two, and the player cannot reserve a third barrier object. Furthermore, the direction of the cursor 77 is automatically adjusted as with the cursor 75.
[0090] In the example shown in FIG. 25, when the teammate character 31A arrives at the cursor 75, a barrier object 79 is generated and placed at the position of the cursor 75. At this time, the barrier object 79 is placed so as to follow the direction of the cursor 75. As a result, the direction of the barrier object 79 is automatically adjusted. For example, when the enemy character 33A is not shooting, the direction of the barrier object 79 is adjusted so as to be perpendicular to the line connecting the ball 35 held by the enemy character 33A and the teammate character 31A. Furthermore, when the enemy character 33A has already shot, the direction of the barrier object 79 is adjusted so as to be perpendicular to the line connecting the starting position of the shot by the enemy character 33A and the teammate character 31A.
[0091] The barrier object 79 can block or weaken the power of the opposing team's ball 35 that passes through it. Specifically, the barrier object 79 has a defensive power corresponding to the parameters (e.g., defensive power, etc.) of the corresponding teammate character 31A, and if the defensive power is greater than the power of the shot ball 35, the teammate character 31A can block the ball 35. If the defensive power of the barrier object 79 is less than the power of the shot ball 35, the barrier object 79 can weaken the power of the shot by the amount of the defensive power (the power of the shot becomes a value obtained by subtracting the defensive power). If the opposing team's ball 35 is held and the opposing team's ball 35 comes into contact with the barrier object 79, the teammate character 31A can steal the ball 35. If the opposing team's passed ball comes into contact with the barrier object 79, the teammate character 31A can also steal the ball 35. Note that the barrier object 79 does not function when an opposing character 33 that is not holding the ball 35 passes through the barrier object 79.
[0092] The barrier object 79 has the effect of increasing the defensive power of the corresponding ally character 31A. That is, the defensive power of the ally character 31A is increased when the barrier object 79 is generated and the ally character 31A plays defense compared to when the barrier object 79 is not generated and the ally character 31A plays defense.
[0093] In the example shown in FIG. 26, when the teammate character 31B arrives at the cursor 77, a barrier object 81 is generated and placed at the position of the cursor 77. The barrier object 81 is placed so as to follow the direction of the cursor 77. As a result, the direction of the barrier object 81 is also automatically adjusted in the same way as the barrier object 79. The placed barrier objects 79 and 81 disappear when the teammate team steals the ball 35.
[0094] The size (e.g., width, height, etc.) of the barrier object may be changed according to the ability of the ally character 31, for example, the size may be increased as the defensive power of the corresponding ally character 31 increases. In addition, in the examples shown in Figures 25 and 26, the barrier objects 79, 81 are displayed as wall-like objects such as castle walls, but they may be displayed in a form other than a wall.
[0095] The processing in each processing unit described above is not limited to these examples of division of processing, and may be performed by, for example, further subdivided processing units. Furthermore, the functions of each processing unit described above are implemented by a game program executed by a CPU 301 (see FIG. 33 described below), but some of them may be implemented by actual devices such as dedicated integrated circuits such as an ASIC (Application Specific Integrated Circuit) or an FPGA (Field Programmable Gate Array), or other electric circuits.
[0096] <6. Processing procedure executed by the information processing device> 27 and 28, an example of a processing procedure related to mode switching executed by the information processing device 3 will be described. The processing procedure shown in Fig. 27 and 28 is an example of a game processing method executed by the information processing device 3.
[0097] 27 shows a processing procedure related to the attack zone mode. In step S110, the information processing device 3 determines, via the mode transition processing unit 55, whether or not the teammate character 31 holding the ball 35 is located within the opposing team's zone area 61. The information processing device 3 repeats this step S110 until the teammate character 31 holding the ball 35 enters the zone area 61 (step S110: NO), and if the teammate character 31 has entered the zone area 61 (step S110: YES), proceeds to the next step S120.
[0098] In step S120, the information processing device 3 determines whether or not the player has performed an operation to transition to the attack zone mode via the mode transition processing unit 55. The information processing device 3 repeats this step S120 until the transition operation is performed (step S120: NO), and if the transition operation is performed (step S120: YES), proceeds to the next step S130.
[0099] In step S130, the information processing device 3 transitions from the normal mode to the attack zone mode by the mode transition processing unit 55. As a result, slow motion effects are executed on the ally characters 31 and the enemy characters 33.
[0100] In step S140, the information processing device 3 causes the playable character to perform a shot, a pass, a shot chain, or the like in response to an operation by the player.
[0101] In step S150, the information processing device 3 determines whether the time limit for the attack zone mode has elapsed using the mode transition processing unit 55. If the time limit has not elapsed (step S150: NO), the information processing device 3 returns to the process of step S140. On the other hand, if the time limit has elapsed (step S150: YES), the information processing device 3 proceeds to the next step S160.
[0102] In step S160, the information processing device 3 ends the attack zone mode and returns to the normal mode by the mode transition processing unit 55. This ends this flowchart.
[0103] 28 shows a processing procedure related to the defensive zone mode. In step S210, the information processing device 3 determines, via the mode transition processing unit 55, whether or not the enemy character 33 in possession of the ball 35 is located within the team's zone area 59. The information processing device 3 repeats step S210 until the enemy character 33 in possession of the ball 35 enters the zone area 59 (step S210: NO), and if the enemy character 33 has entered the zone area 59 (step S210: YES), proceeds to the next step S220.
[0104] In step S220, the information processing device 3 determines whether or not the player has performed an operation to transition to the defensive zone mode via the mode transition processing unit 55. The information processing device 3 repeats this step S220 until the transition operation is performed (step S220: NO), and if the transition operation is performed (step S220: YES), proceeds to the next step S230.
[0105] In step S230, the information processing device 3 transitions from the normal mode to the defensive zone mode by the mode transition processing unit 55. As a result, slow motion effects are executed for the ally characters 31 and the enemy characters 33.
[0106] In step S240, the information processing device 3 causes the defense object processing unit 57 to reserve the placement of a barrier object at the location designated by the player.
[0107] In step S250, the information processing device 3 causes the defense object processing unit 57 to move the ally character 31 that is closest to the reserved location of the barrier object toward the reserved location.
[0108] In step S260, the information processing device 3 determines whether or not the ally character 31 has arrived at the reserved location via the defense object processing unit 57. The information processing device 3 repeats this step S260 until the ally character 31 arrives at the reserved location (step S260: NO), and if the ally character 31 has arrived at the reserved location (step S260: YES), proceeds to the next step S270.
[0109] In step S270, the information processing device 3 causes the defense object processing unit 57 to generate a barrier object at the reserved location, adjust its orientation, and place it there.
[0110] In step S273, the information processing device 3 determines, via the defense object processing unit 57, whether a barrier object is placed near the ally character 31D who is the goalkeeper and whether the ally character 31D has executed a special skill. If a barrier object is not placed near the ally character 31D or if the ally character 31D has not executed a special skill (step S273: NO), the information processing device 3 shifts the processing to step S280, which will be described later. On the other hand, if a barrier object is placed near the ally character 31D who is the goalkeeper and the ally character 31D has executed a special skill (step S273: YES), the information processing device 3 shifts the processing to the next step S276.
[0111] In step S276, the information processing device 3 causes the defense object processing unit 57 to absorb the barrier object into the ally character 31D, thereby increasing the power of the special skill.
[0112] In step S280, the information processing device 3 determines whether the time limit for the defensive zone mode has elapsed using the mode transition processing unit 55. If the time limit has not elapsed (step S280: NO), the information processing device 3 returns the process to step S240. On the other hand, if the time limit has elapsed (step S280: YES), the information processing device 3 transitions the process to the next step S290.
[0113] In step S290, the information processing device 3 ends the defensive zone mode and returns to the normal mode by the mode transition processing unit 55. This ends this flowchart.
[0114] The above-described processing procedure is merely an example, and at least some of the above procedures may be deleted or changed, or other procedures may be added. Furthermore, the order of at least some of the above procedures may be changed, or multiple procedures may be combined into a single procedure. For example, in step S260 of FIG. 28, steps S240 to S270 may be executed in parallel to reserve the placement of the next barrier object until the ally character 31 arrives at the reserved location (step S260: NO). Furthermore, although not shown in FIG. 27, if the player performs the predetermined cancel operation described above while the attack zone mode is activated, the attack zone mode may be terminated and the mode may be returned to normal mode.
[0115] <7. Effects of the embodiment> As described above, in this embodiment, the player can activate the zone mode to create a slow-motion state in situations where players are concentrated in a specific area on the field 17, such as during an attack or defense in front of a goal. This allows the player to grasp the situation around the playable character and calmly control the playable character while carefully considering the selection of operation commands, etc. This improves the strategic nature of the game.
[0116] In addition, in this embodiment, by activating the defensive zone mode when the team is on defense, the player can carefully consider the placement of allied characters (goalkeepers and defenders) and the selection of operation commands, for example, thereby improving the strategic nature of defense.
[0117] In this embodiment, the player can place the barrier object in a desired position in the defensive zone mode. This allows the player to strategically place the barrier object by predicting the opposing team's movements, shot trajectories, etc., thereby improving the strategic element of the game. Furthermore, using the barrier object visually enhances the sense of defense, improving the presentation.
[0118] Furthermore, particularly in this embodiment, a barrier object is reserved by a position specified by the player, and the barrier object is generated only when the nearest teammate character 31 arrives. Therefore, if a shot is taken and the ball 35 passes before the teammate character 31 arrives at the reserved position, the ball 35 cannot be cut off or its power weakened. Therefore, when placing a barrier object, the player must consider the distance from the teammate character in addition to the actions and shot trajectory of the opposing team. This further enhances the strategic element of the game.
[0119] Furthermore, in this embodiment, the player only needs to specify the position of the barrier object, and the orientation of the barrier object can be automatically adjusted to the optimum orientation depending on the situation in the match, thereby improving the operability for the player.
[0120] In particular, in this embodiment, when a barrier object is placed near a goalkeeper teammate character 31D, and the teammate character 31D uses a special skill, the barrier object is absorbed into the teammate character 31D, increasing the power of the special skill. This strengthens the defensive capabilities of the team. Furthermore, the defensive object can be used in a variety of ways, further enhancing the game's strategy and encouraging players to continue playing the game.
[0121] In this embodiment, in particular, when the team is on offense or defense, effects can be displayed when the playable character is switched depending on the situation in the game, allowing the player to make strategic operations in each situation, thereby improving the strategic nature of the game.
[0122] In this embodiment, particularly in a situation where the teammate's team is on the offensive, a straight line effect 49 representing the trajectory of the ball pass is displayed when selecting the playable character to switch to. This allows the player to predict the actions of the enemy character 33 and strategically select which teammate character 31 to switch to so as not to lose the ball 35.
[0123] In this embodiment, particularly in a situation where the team is on the defensive, when the playable character is automatically switched according to a predetermined rule, a beam effect 53 is displayed. This makes it easier for the player to identify which teammate character 31 the playable character has been switched to. As a result, the player can immediately take the next action after switching the playable character.
[0124] Furthermore, in this embodiment, particularly in a situation where the teammate's team is on the defensive, the controlled character can be automatically switched to the teammate character 31 closest to the direction in which the ball is heading, without the player having to intentionally select the controlled character to switch to. This allows the player to play efficient defense while controlling the teammate character 31 closest to the traveling direction of the ball 35. Furthermore, the arrow effect 52 is displayed, allowing the player to instantly identify which teammate character 31 is the switch target candidate.
[0125] Furthermore, in this embodiment, particularly in situations where the team is on the defensive, the player can intentionally select the destination of the controlled character and switch them. This allows the player to select the destination of the controlled character himself if, for example, the automatically selected ally character 31 does not match the player's intention, thereby improving the strategic nature of the game. Furthermore, when automatic switching is not possible because there is no target to switch to, the player can manually select the destination of the controlled character and switch them.
[0126] <8. Modifications, etc.> The present invention is not limited to the above-described embodiment, and various modifications are possible within the scope of the spirit and technical concept of the present invention. Such modifications will be described below.
[0127] (8-1. When switching to Zone Mode due to the enemy team) In the above embodiment, the player performs a transition operation when a predetermined condition is met to transition from normal mode to zone mode, but this is not limited to this. For example, when a player plays a game against another player, the other player can perform a transition operation to activate zone mode when the opposing team meets the same conditions as in the above embodiment. Also, when a player plays a game against a game AI, the game AI can activate zone mode when the opposing team meets the same conditions as in the above embodiment. In such cases, the transition from normal mode to zone mode may be automatic without the player performing a transition operation.
[0128] Note that even when the zone mode is automatically activated as described above, the player may be able to execute the dedicated commands for the zone mode described above. For example, if the opposing team activates the offensive zone mode, the player may be able to execute the dedicated commands for the defensive zone mode described above. Also, if the opposing team activates the defensive zone mode, the player may be able to execute the dedicated commands for the offensive zone mode described above.
[0129] (8-2. When the placement location of a barrier object can be changed) In the above embodiment, when the number of barrier objects that can be placed is, for example, two, the player is prevented from reserving a third barrier object, but this is not limited to this. In other words, in the above embodiment, the location of a barrier object once placed cannot be changed, but this is not limited to this. For example, when the number of barrier objects that can be placed is two, the third barrier object may be made available for reservation, and the first barrier object (or the reservation of the first barrier object if placement is not complete) may be deleted when the third wall object is reserved. Similarly, a fourth barrier object may be made available for reservation, and the second wall object (or the reservation of the second wall object if placement is not complete) may be deleted when the fourth wall object is reserved. The same applies to the fifth and subsequent barrier objects.
[0130] An example of the placement of barrier objects in this modified example is shown in Figures 31 and 32. Note that Figures 31 and 32 correspond to the above-mentioned Figure 26, and the same elements are given the same reference numerals and descriptions thereof will be omitted where appropriate.
[0131] In the example shown in FIG. 31, when barrier objects 79 and 81 have been generated, the position of a third barrier object is specified with cursor 85, causing the first barrier object 79 to disappear. The ally character 31C closest to cursor 85 begins to move toward cursor 85. The orientation of cursor 85 is automatically adjusted when displayed. In the example shown in FIG. 32, when ally character 31C arrives at cursor 85, a barrier object 87 is generated and placed at the position of cursor 85. At this time, barrier object 87 is placed so as to follow the orientation of cursor 85. As a result, the orientation of barrier object 87 is automatically adjusted.
[0132] In the examples shown in FIGS. 31 and 32, the number of barrier objects that can be placed is two, but the player can reserve the third and subsequent barrier objects in the manner described above.
[0133] According to the modified example described above, if the number of barrier objects that can be placed is, for example, two, the number of barrier objects that can be placed at the same time is limited to two or less. However, by reserving the third and subsequent barrier objects, the barrier objects can be updated one after another. As a result, it becomes possible to change the placement locations of the barrier objects one after another. This further improves the strategic nature of defense.
[0134] (8-3. Other) For example, in the above embodiment, the present invention has been described as being applied to a soccer game, but the application of the present invention is not limited to soccer games. In other words, the present invention can be applied to various ball sports games in which a team competes to score a goal by throwing the ball into the opposing team's goal. For example, the present invention can be applied to a wide variety of ball sports games, such as basketball, rugby, American football, handball, water polo, and ice hockey.
[0135] The game described above can also be applied to an online game. In this case, the information processing device 3 is connected to a server device via the Internet, for example, and the server device has some or all of the functional configuration of the information processing device 3 shown in Figures 3 and 14. In this case, the server device corresponds to an example of an information processing device.
[0136] Furthermore, in addition to what has already been described above, the methods according to the above-described embodiments and modifications may be appropriately combined and used. Although not specifically illustrated, the above-described embodiments and modifications may be implemented with various modifications within the scope of their spirit.
[0137] The problems and effects that the above-described embodiments and modifications are intended to solve are not limited to those described above. The embodiments and modifications may solve problems or achieve effects that are not described above, or may solve only some of the problems or achieve only some of the effects that are described.
[0138] <9. Hardware configuration of information processing device> Next, an example of the hardware configuration of the information processing device 3 will be described with reference to FIG.
[0139] 33, the information processing device 3 includes, for example, a CPU 301, a ROM 303, a RAM 305, a GPU 306, a dedicated integrated circuit 307 constructed for a specific application, such as an ASIC (Application Specific Integrated Circuit) or an FPGA (Field Programmable Gate Array), an input device 313, an output device 315, a recording device 317, a drive 319, a connection port 321, and a communication device 323. These components are connected to each other via a bus 309, an input / output interface 311, etc., so as to be able to transmit signals to each other.
[0140] The game program can be recorded in, for example, the ROM 303, the RAM 305, or the recording device 317. The recording device 317 is, for example, a hard disk drive or a solid state drive.
[0141] The game program may also be temporarily or permanently (non-temporarily) recorded on a removable recording medium 325, such as a magnetic disk such as a flexible disk, various optical disks such as CDs, MO disks, and DVDs, or a semiconductor memory. Such recording medium 325 may also be provided as a so-called package software. In this case, the game program recorded on such recording medium 325 may be read by the drive 319 and recorded on the recording device 317 via the input / output interface 311, the bus 309, etc.
[0142] The game program may also be stored, for example, on a download site, another computer, or another storage device (not shown). In this case, the game program is transferred via a network NW such as a LAN or the Internet, and the communication device 323 receives the program. The program received by the communication device 323 may then be recorded in the storage device 317 via the input / output interface 311, the bus 309, etc.
[0143] The game program may also be recorded in, for example, an appropriate externally connected device 327. In this case, the game program may be transferred via an appropriate connection port 321 and recorded in the recording device 317 via the input / output interface 311, the bus 309, etc.
[0144] The CPU 301 then executes various processes in accordance with the programs recorded in the recording device 317, thereby realizing processes by the aforementioned match progress processing unit 37, character switching processing unit 39, effect display processing unit 41, mode transition processing unit 55, and defense object processing unit 57. In this case, the CPU 301 may, for example, directly read and execute the programs from the recording device 317, or may execute the programs after first loading them into the RAM 305. Furthermore, when the CPU 301 receives a program via the communication device 323, the drive 319, or the connection port 321, for example, the CPU 301 may directly execute the received program without recording it in the recording device 317.
[0145] Furthermore, the CPU 301 may perform various processes based on signals and information input from an input device 313, such as a microphone, mouse, keyboard, etc. (not shown), including the game controller 5 described above, as needed.
[0146] The GPU 306 performs processing for image display, such as rendering processing, in response to instructions from the CPU 301 .
[0147] Then, the CPU 301 and the GPU 306 output the results of the above processing from an output device 315, which may include, for example, the above-mentioned display device 7. Furthermore, the CPU 301 and the GPU 306 may transmit the processing results via the communication device 323 or the connection port 321, as necessary, or may record the results in the recording device 317 or the recording medium 325. [Explanation of symbols]
[0148] 1. Game System 3. Information processing equipment 5. Game Controllers 7 Display device 9 D-pad 11 Operation buttons 13 Joystick 15 Touchpad 17 Field 19 Teammate's Goal 25 Enemy Goal 31 Ally Characters 33 Enemy characters 35 balls 37 Match Progression Processing Unit 39 Character switching processing section 41 Effect display processing section 49 Linear effect (example of first effect display) 53 Beam effect (example of second effect display) 55 Mode transition processing section 57 Defense Object Processing Unit 59 Zone Area 61 Zone Area 65 Cursor 79 Barrier object (an example of a defensive object) 81 Barrier object (an example of a defensive object)
Claims
1. An information processing device a game progress processing unit that progresses a ball sport game in which a team of allies consisting of a plurality of allies characters including an operation character operated by a player and an enemy team consisting of a plurality of enemy characters operated by other players or a game program compete to score a ball into the opponent's goal; a character switching processing unit that switches the playable character to the playable character selected by a predetermined first selection operation by the player when the team is on offense, and switches the playable character to the playable character selected by a game program based on predetermined rules when the team is on defense; an effect display processing unit that causes an effect display representing the switching of the playable character to be different between the switching of the playable character in the attacking situation and the switching of the playable character in the defensive situation; It functions as The character switching processing unit When a predetermined switching operation is performed by the player during the defensive phase, the operated character is switched to the ally character selected based on the predetermined rule; The effect display processing unit a second effect display that moves in a beam shape from the operated character to the ally character to which the character is switched; The character switching processing unit as the predetermined rule, when a predetermined second selection operation for selecting the ally character is not performed by the player, a direction in which the ball will travel is predicted, and the ally character closest to the predicted direction is set as a switching destination candidate, and when the predetermined switching operation is performed, the operated character is switched to the switching destination candidate ally character; The effect display processing unit a third effect display is performed in which the operated character and the ally character of the switching destination candidate are connected in a straight line, and when the predetermined switching operation is executed, the second effect display is performed; Game program.
2. An information processing device, a game progress processing unit that progresses a ball sport game in which a team of allies consisting of a plurality of allies characters including an operation character operated by a player and an enemy team consisting of a plurality of enemy characters operated by other players or a game program compete to score a ball into the opponent's goal; a character switching processing unit that switches the playable character to the playable character selected by a predetermined first selection operation by the player when the team is on offense, and switches the playable character to the playable character selected by a game program based on predetermined rules when the team is on defense; an effect display processing unit that causes an effect display representing the switching of the playable character to be different between the switching of the playable character in the attacking situation and the switching of the playable character in the defensive situation; It functions as The character switching processing unit When a predetermined switching operation is performed by the player during the defensive phase, the operated character is switched to the ally character selected based on the predetermined rule; The effect display processing unit a second effect display that moves in a beam shape from the operated character to the ally character to which the character is switched; The character switching processing unit as the predetermined rule, when a predetermined second selection operation for selecting the ally character is performed by the player, the ally character selected by the second selection operation is set as a switching destination candidate, and when the predetermined switching operation is executed, the operated character is switched to the switching destination candidate ally character; The effect display processing unit a third effect display is performed in which the operated character and the ally character of the switching destination candidate are connected in a straight line, and when the predetermined switching operation is executed, the second effect display is performed; Game program.
3. The character switching processing unit in the stage where the attack is being performed, the ally character selected by the first selection operation is set as a switching destination candidate, and when the player performs a predetermined execution operation of passing the ball to the switching destination candidate ally character, the controlled character is switched to the switching destination candidate ally character; The effect display processing unit a first effect display is performed in which the ally character selected by the first selection operation and the operation character are connected in a straight line, and the first effect display is stopped when the execution operation is performed; 3. The game program according to claim 1 or 2.
4. A game processing method executed by an information processing device, comprising: a step of progressing a ball sport match in which a team of allies consisting of a plurality of allies characters including an operation character operated by a player and an enemy team consisting of a plurality of enemy characters operated by other players or a game program compete to score a ball into the goal of the opposing team; a step of switching the playable character to the playable character selected by a predetermined first selection operation by the player when the team is on offense, and switching the playable character to the playable character selected based on a predetermined rule when the team is on defense; a step of displaying different effects representing the switching of the ally character when the ally character is switched during the attacking phase and when the ally character is switched during the defensive phase; and The step of switching to the ally character includes: When a predetermined switching operation is performed by the player during the defensive phase, the operated character is switched to the ally character selected based on the predetermined rule; The step of changing the effect display includes: a second effect display that moves in a beam shape from the operated character to the ally character to which the character is switched; The step of switching to the ally character includes: as the predetermined rule, when a predetermined second selection operation for selecting the ally character is not performed by the player, a direction in which the ball will travel is predicted, and the ally character closest to the predicted direction is set as a switching destination candidate, and when the predetermined switching operation is performed, the operated character is switched to the switching destination candidate ally character; The step of changing the effect display includes: A game processing method in which a third effect display is performed that connects the controlled character and the ally character that is a candidate for switching to in a straight line, and when the specified switching operation is performed, the second effect display is performed.
5. A game processing method executed by an information processing device, comprising: a step of progressing a ball sport match in which a team of allies consisting of a plurality of allies characters including an operation character operated by a player and an enemy team consisting of a plurality of enemy characters operated by other players or a game program compete to score a ball into the goal of the opposing team; a step of switching the playable character to the playable character selected by a predetermined first selection operation by the player when the team is on offense, and switching the playable character to the playable character selected based on a predetermined rule when the team is on defense; a step of displaying different effects representing the switching of the ally character when the ally character is switched during the attacking phase and when the ally character is switched during the defensive phase; and The step of switching to the ally character includes: When a predetermined switching operation is performed by the player during the defensive phase, the operated character is switched to the ally character selected based on the predetermined rule; The step of changing the effect display includes: a second effect display that moves in a beam shape from the operated character to the ally character to which the character is switched; The step of switching to the ally character includes: as the predetermined rule, when a predetermined second selection operation for selecting the ally character is performed by the player, the ally character selected by the second selection operation is set as a switching destination candidate, and when the predetermined switching operation is executed, the operated character is switched to the switching destination candidate ally character; The step of changing the effect display includes: A game processing method in which a third effect display is performed that connects the controlled character and the ally character that is a candidate for switching to in a straight line, and when the specified switching operation is performed, the second effect display is performed.
6. a match progress processing unit that progresses a ball sport match in which a team of allies consisting of a plurality of allies characters including an operation character operated by a player and an enemy team consisting of a plurality of enemy characters operated by other players or a game program compete to score a ball into the opponent's goal; a character switching processing unit that switches the playable character to the playable character selected by a predetermined first selection operation by the player when the team is on offense, and switches the playable character to the playable character selected based on predetermined rules when the team is on defense; an effect display processing unit that causes an effect display representing the switching of the ally character to differ between the switching of the ally character in the attacking situation and the switching of the ally character in the defensive situation; and The character switching processing unit When a predetermined switching operation is performed by the player during the defensive phase, the operated character is switched to the ally character selected based on the predetermined rule; The effect display processing unit a second effect display that moves in a beam shape from the operated character to the ally character to which the character is switched; The character switching processing unit as the predetermined rule, when a predetermined second selection operation for selecting the ally character is not performed by the player, a direction in which the ball will travel is predicted, and the ally character closest to the predicted direction is set as a switching destination candidate, and when the predetermined switching operation is performed, the operated character is switched to the switching destination candidate ally character; The effect display processing unit a third effect display is performed in which the operated character and the ally character of the switching destination candidate are connected in a straight line, and when the predetermined switching operation is executed, the second effect display is performed; Information processing device.
7. A game progress processing unit that progresses a ball sport game in which a friendly team consisting of a plurality of friendly characters including an operable character operated by a player and an enemy team consisting of a plurality of enemy characters operated by other players or a game program compete to score a ball into the opposing team's goal; a character switching processing unit that switches the playable character to the playable character selected by a predetermined first selection operation by the player when the team is on offense, and switches the playable character to the playable character selected by a game program based on predetermined rules when the team is on defense; an effect display processing unit that changes an effect display representing the switching of the playable character between the switching of the playable character in the attacking situation and the switching of the playable character in the defensive situation; and The character switching processing unit When a predetermined switching operation is performed by the player during the defensive phase, the operated character is switched to the ally character selected based on the predetermined rule; The effect display processing unit a second effect display that moves in a beam shape from the operated character to the ally character to which the character is switched; The character switching processing unit as the predetermined rule, when a predetermined second selection operation for selecting the ally character is performed by the player, the ally character selected by the second selection operation is set as a switching destination candidate, and when the predetermined switching operation is executed, the operated character is switched to the switching destination candidate ally character; The effect display processing unit a third effect display is performed in which the operated character and the ally character of the switching destination candidate are connected in a straight line, and when the predetermined switching operation is executed, the second effect display is performed; Information processing device.
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